Eminent Configurator Orion: Difference between revisions

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[[FACTION]] [[Category:FACTION]] [[ARMY|ARMY]][[Category:ARMY]] [[:Category:Warcaster|Warcaster]][[Category:Warcaster]]
[[Convergence of Cyriss]] [[:Category:Warcaster|Warcaster]]
[[Category:FACTION]]
[[Category:ARMY]]
[[Category:Warcaster]]





Revision as of 16:45, 14 January 2024

Convergence of Cyriss Warcaster


Model stats and abilities

[[Category:{{{ability}}}]] (Template:Reposition 3-alt)

Weapons

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Convergence of Cyriss Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********


The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's Template:CTRL range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's Template:CTRL range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities

Field Marshal [ [[:Category:{{{ability}}}|{{{ability}}}]] ]


Tensor Lattice
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 Template:- 13
Pendulum
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

{{Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

}}[[Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

]]
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])


Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] Template:Grey
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


Template:Brawl

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Electrical Damage Template:RC Polarize Template:RC Knockdown

Template:RC Warcaster Template:RC Construct Template:RC Pathfinder Template:RC Soul Vessel Template:RC Field Marshal Template:RC Reposition Template:RC Configuration

Template:RC Avenging Force Template:RC Mage Sight Template:RC Magic Bullet Template:RC Spellpiercer Template:RC Forced Induction

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Convergence of Cyriss Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********


The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's Template:CTRL range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's Template:CTRL range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities


[[Category:{{{ability}}}]] (Template:Reposition 3-alt)

Weapons

Tensor Lattice
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 Template:- 13
Pendulum
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

{{Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

}}[[Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

]]
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])


Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] Template:Grey
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


Template:Brawl

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Electrical Damage Template:RC Polarize Template:RC Knockdown

Template:RC Warcaster Template:RC Construct Template:RC Pathfinder Template:RC Soul Vessel Template:RC Field Marshal Template:RC Reposition Template:RC Configuration

Template:RC Avenging Force Template:RC Mage Sight Template:RC Magic Bullet Template:RC Spellpiercer Template:RC Forced Induction

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Convergence of Cyriss Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********


The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's Template:CTRL range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's Template:CTRL range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities


[[Category:{{{ability}}}]] (Template:Reposition 3-alt)

Weapons

Tensor Lattice
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 Template:- 13
Pendulum
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

{{Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

}}[[Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

]]
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])


Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] Template:Grey
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


Template:Brawl

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Electrical Damage Template:RC Polarize Template:RC Knockdown

Template:RC Warcaster Template:RC Construct Template:RC Pathfinder Template:RC Soul Vessel Template:RC Field Marshal Template:RC Reposition Template:RC Configuration

Template:RC Avenging Force Template:RC Mage Sight Template:RC Magic Bullet Template:RC Spellpiercer Template:RC Forced Induction

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Convergence of Cyriss Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********


The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's Template:CTRL range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's Template:CTRL range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities


[[Category:{{{ability}}}]] (Template:Reposition 3-alt)

Weapons

Tensor Lattice
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 Template:- 13
Pendulum
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

{{Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

}}[[Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

]]
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])


Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] Template:Grey
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


Template:Brawl

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Electrical Damage Template:RC Polarize Template:RC Knockdown

Template:RC Warcaster Template:RC Construct Template:RC Pathfinder Template:RC Soul Vessel Template:RC Field Marshal Template:RC Reposition Template:RC Configuration

Template:RC Avenging Force Template:RC Mage Sight Template:RC Magic Bullet Template:RC Spellpiercer Template:RC Forced Induction

Corrosion}}
         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Convergence of Cyriss Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********


The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's Template:CTRL range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's Template:CTRL range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities


[[Category:{{{ability}}}]] (Template:Reposition 3-alt)

Weapons

Tensor Lattice
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 Template:- 13
Pendulum
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

{{Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

}}[[Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

]]
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])


Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] Template:Grey
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


Template:Brawl

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Electrical Damage Template:RC Polarize Template:RC Knockdown

Template:RC Warcaster Template:RC Construct Template:RC Pathfinder Template:RC Soul Vessel Template:RC Field Marshal Template:RC Reposition Template:RC Configuration

Template:RC Avenging Force Template:RC Mage Sight Template:RC Magic Bullet Template:RC Spellpiercer Template:RC Forced Induction

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. Convergence of Cyriss Warcaster


Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 15
FA = {{{fa}}}
Cost = Free76671417712
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage
         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage Corrosion}}
         Template loop detected: Template:Model Advantage   
         Template loop detected: Template:Model Advantage
Template:Veteran Leader
Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********


The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's Template:CTRL range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's Template:CTRL range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities


[[Category:{{{ability}}}]] (Template:Reposition 3-alt)

Weapons

Tensor Lattice
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 Template:- 13
Pendulum
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

{{Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

}}[[Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

]]
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])


Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] Template:Grey
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


Template:Brawl

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Electrical Damage Template:RC Polarize Template:RC Knockdown

Template:RC Warcaster Template:RC Construct Template:RC Pathfinder Template:RC Soul Vessel Template:RC Field Marshal Template:RC Reposition Template:RC Configuration

Template:RC Avenging Force Template:RC Mage Sight Template:RC Magic Bullet Template:RC Spellpiercer Template:RC Forced Induction

Field Marshal [ Hyper-Aggressive ]


Arcane Machinery


Arcane Calibrations


Ionization


Vexing Alignment


Death Rattle


Marionette


Pupppet Master


Prowl


Reposition


Take Down


Template:Veteran Leader

Warcaster abilities:


Weapons

{WEAPONNAME1}} {WEAPONNAME2}}
WeaponTypeStatsSpecials

Feat

FEATNAME


Spells

Template:SPELLNAME Template:SPELLNAME

Spell Rack (Slots 2)

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos

                          • LEGACY **********


The vast energies controlled by the Convergence of Cyriss are focused and harnessed by machinery tuned to the alignment of the stars and other celestial bodies, an art perfected by Eminent Configurator Orion. He cares little for the lives of lesser beings. Directing potent blasts of geomantic energy to scythe through his enemies, Orion can calculate an array of trajectories using higher mathematics in fractions of a second.

Basic Info

Template:Infobox-Model

Warcaster abilities:


Feat: Oblivion Configuration

Friendly Faction models gain:

  • an additional die on attack rolls against enemy models that are in Orion's Template:CTRL range that don't have focus or fury points on them, or
  • an additional die on damage rolls against enemy models that are in Orion's Template:CTRL range that do have focus or fury points on them.

Oblivion Configuration lasts for one turn.

Abilities


[[Category:{{{ability}}}]] (Template:Reposition 3-alt)

Weapons

Tensor Lattice
File:Gun icon.jpg  RNG   ROF   AOE   POW 
13 1 Template:- 13
Pendulum
File:Sword icon.jpg  RNG   POW   P+S 
0.5 4 10

Spells

{{Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

}}[[Category:


Template:Forced Induction Template:Mage Sight Template:Magic Bullet Template:Spellpiercer

]]
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])
[[:Category:{{{name}}}|{{{name}}}]] Cost RNG AOE POW DUR OFF
- - - - - -
-
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]])


Theme Forces


Thoughts on Eminent Configurator Orion

Eminent Configurator Orion in a nutshell

Boasting a respectable RAT of 5 / 7 and a poor Mat of 4 that can become an average 6 Orion's battlegroup can be geared to ranged or melee engagement alike, but outside of feat turn he will suffer if it tries to do both on 1 turn.

He has answers to a lot of things, including stealth, cloud wall, incorporeal spam, upkeep-dependent armies, and non-magic shooting restrictions. He also offers a great feat that makes his models either a sledgehammer or swiss army knife

He's normally played as a battlegroup caster - but both his feat and Spellpiercer can lead to a nasty infantry shooting game if you play that way, sprays absolutely massacring enemy infantry on feat turn while volume of attacks can take down heavy warbeasts.

Orion’s Gun

First off, POW 13 is a sweet spot that will kill most infantry outright, and it can be boosted to do decent damage vs lights. But it's not the damage that makes this it deserve its own subheader - it's Polarize. Here are a few key ways this can be used:

  1. Deny B2B effects - many infantry rely on being B2B for a buff (such as Shield Wall, Defensive Line, Wall of Steel, Iron Sentinel, Girded, etc). Hit one of those and push them apart from each other to deny their buff. Many of these B2B buffs are not spells, so this sort of tactic doubles down on your Spellpiercer ability to really drill through enemy buffs.
  2. Push enemies into your army's threat range
    • If the enemy frontline is further away than you'd like, you can hit an enemy in the second rank and use "push away" to force the front rank closer to your army.
    • If the enemy backline is further away, you can hit an enemy in the front rank and use "push towards" to force the enemy to bunch up on their frontline.
  3. Disengage friendly models - although the gun only triggers if you hit an enemy, the push will affect friendly models. So you can shoot an enemy engaging your model, and use "push away" to force your friendly model out of the enemy's reach. The enemy will have +4 DEF from being in melee, though, so you'll want to do this on your feat turn and/or boost the to-hit roll.
  4. Unblock a charge lane or push the enemy out of a scenario zone - this tactic only really works if your opponent has left something within 2" of the thing blocking your charge lane / thing in the scenario zone. So vs savvy opponents it's unlikely to happen but when it does it's a godsend.
  5. Set up an an AOE massacre - simply push enemy models into a clump then hit them with the AOE attacks. Works best with an Assimilator's Ground Pounder.

Note that the larger enemy model you hit, the more enemy models can be affected. Battle Engines and Colossals are great targets as it will affect the largest area.

Feat thoughts

His feat is as flexible as his configuration ability to adapt his vector's MAT and RAT according to the needs during the battle. An additional die to hit on high defense infantry or solos is helpful for Elimnation Servitors for example as well as anything that shoots. An additional damage die against jacks and beasts makes totally sense because of their - normally - high armor and high hit box number.

His feat is often more powerful against Hordes factions because their beasts will be loaded with FURY by the beginning of your turn. A Warmachine player has normally spent all of his jacks' focus which reduces Orion's feat's efficiency to only improving attack rolls (apart from a few exceptions, like Goreshade4's battlegroup). The feat does not work with essence so you would only ever get bonus attack dice on Infernal Masters and Horrors.

2 very important caveats:

  1. This in an extra die, not a boost. You may still spend focus to boost an attack or damage roll if needed.
  2. The extra die is not tied to an attack per sé. Damage rolls that are normally unboostable (collateral damage, electro leaps, the "bouncing" shot from Trick Shot) may also get the extra damage die.

Spell thoughts

  • Avenging Force - Basically gives a watered-down version of Vengeance, which is triggered on your warrior models taking damage, but allows your battlegroup member to walk forward and strike. The wording is a bit odd: the model taking damage must be in your command range, while the battlegroup member is enough to be in your control range to be moved forward. Further oddity: if Orion himself gets damaged by an attack, you can make him move forward in your maintenance phase.
    • using Orion in Destruction Initiative gives you plenty of shield guard servitors who can make triggering this ability slightly easier.
  • Forced Induction - Excellent for clearing light/medium infantry around your vectors and colossi. Really shines if casted on friendly electro damage-immune vectors (Prime Conflux, Modulator). It might also fixes gameplay mishaps if you forgot to allocate Focus to your vector, or ran too far to get Focus from your activation chain. This spell's damage roll is also boosted under your feat if you happen to be close to enemies with Focus/Fury on them. It has some hilarious use as offensive tool throughout your feat too - if you really need to wreck an enemy warjack or colossal, you can place a focus on it, and turn your army to pseudo-weapon masters against that particular target.
    • Remember you can target Warjacks in Nemo4’s and Asphyxious’s battlegroup. It becomes POW 12 on a Firefly ran by Nemo or Pseudo POW 12 with Gaspy’s Dark Shroud.
  • Mage Sight - Before Orion, most of the Convergence armies had to rely on sprays and the Attunement Servitors' Flare to deal with stealth-reliant armies, and had next to no tools against "rolling" cloud walls like the ones with the Cygnarian Trenchers under Haley3 or the Llaelese theme force. This spell provides a means to nullify those tricks - at least for your battlegroup.
  • Magic Bullet - This is an excellent solo hunting piece, and a harasser for important but squishy models (unit leaders, Officers, etc.). Contrary to electro leaps, you are not obliged to choose the closest model to the original damage source, plus you choose, not target said model, bypassing a whole lot of targeting restrictions. Models who rely on Sacrificial Pawn, Shield Guard and Sucker may also rightfully fear this spell, as the 4" range of the "bouncing" shot also surpasses the effective range of said abilities. Finally, this spell's damage roll can also gain an additional die due to Orion's feat, if you work it out against a model with Fury/Focus on it. Keep in mind if you need some back-door assassination plan against an enemy caster/lock.
  • Spellpiercer - Pretty useful support spell, especially against enemies who heavily rely on incorporal models to lock you out of scenario (Gremlin Swarm and the like), as well as armies depending on their upkeeps to bolster their defenses. You can also effectively deal with situations, where certain enemies can be targeted only by magic ranged attacks (Wind Wall, battlegroups defended by Choir of Menoth, Vindictus' feat, etc).

Drawbacks & Downsides

  • As every range-focused caster, he is susceptible for anti-shooting techs (Submerge, Zerkova1's feat, Countermeasure, etc.)
  • Because Essence is a different mechanic to fury and focus he will only ever gain additional accuracy on his feat vs Infernal Masters
  • Ideally he needs to activate before his Battlegroup (for the +2 Mat or Rat) this dictates a lot of his play style in several subtle ways. He may for example find himself in a tricky situation if he is locked in melee as his Battlegroup will struggle to disengage him at Mat4.

Tricks & Tips

  • Trample on Turn 1 with any Vector speed 5 or less to get farther than running. trample + reposition yields you +2" for SPD4 vectors and +1" for SPD5 vectors, compared to running.
  • If there is a squishy enemy model in the way of your target you want to pull in with the Prime Axiom, apply Magic Bullet on your colossal. It triggers upon hit, and you have a good chance of killing the blocking model before reeling in your intended target.
  • Use Forced Induction on enemy Warjacks, then use your feat to get an additional damage die against them.
  • Use Forced Induction on warjacks controlled by journeymen (especially a firefly under Nemo4) to reduce strain on the journeyman caster.

List Building Advice

Strategy

Orion's strategy is often geared toward either attrition, or plain assassination (mostly against squishier Warmachine casters).

Theme Thoughts

Though Avenging Force might suggest you to play in the Clockwork Legions - and frankly, under your feat most of your infantry gets highly destructive against whoever has unspent focus/fury on itself and murderously accurate against anything else - but Destruction Initiative already supplies you with numerous warrior models to trigger your pseudo-vengeance in the form of your free servitor solos; they even get Shield Guard so you can reliably trigger it. Thanks to that + Mage Sight being battlegroup only it is rare to see Orion outside the jack theme.

Army

  • Prime Axiom - RAT7 + Mage Sight, what's not to like?
  • Monitor - His field marshal helps it's speed issue and on feat turn you can fairly easily get 4 dice on his guns pow 13 damage roll against a jack or more importantly a caster.
  • Tesselator - a cheap shooty jack with a potential lot of ranged attacks works incredibly well with Orion's feat, his RAT 7, and Spellpiercer.
  • Transfinite Emergence Projector: +1 dice to hit or +1 hit to damage means up to six (!) dice to roll.
  • Nemo4 with a firefly and with Super Tune Nemo can offer a boost to Orion’s electrical damage and get 4 damage or attack dice from his feat you can also cast forced induction on the lighting immune firefly for a pow12 zap and +1 focus.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Destruction Initiative

Orion1: [+28 WJP]
Destructotron 3000: [Free] Template:Grey
Widget2: [4 pts]
Elimination Servitors: [3 pts]
Algorithmic Dispersion Optifex: [2 pts]
Optifex Directive: [3 pts]


Template:Brawl

Other

Trivia

  • Released in the Xmas CID (2017.07)
  • He has a longer fluff blurb on PP's "extras" page.
  • The second model to be added to Convergence since their initial release in 2013.

Video Battle Reports

Other Convergence models

Template:Index Convergence

Rules Clarifications

Template:RC Electrical Damage Template:RC Polarize Template:RC Knockdown

Template:RC Warcaster Template:RC Construct Template:RC Pathfinder Template:RC Soul Vessel Template:RC Field Marshal Template:RC Reposition Template:RC Configuration

Template:RC Avenging Force Template:RC Mage Sight Template:RC Magic Bullet Template:RC Spellpiercer Template:RC Forced Induction